I went over the scene. The problems are:
- You use way too much bump
- your bump map is practically a 1D texture, with only horizontal lines. Such texture will turn your material reflections to anisotropic ones. The hard line you see on the floor is actually an anisotropic reflection of the teapot base. This is further highlighted by the fact that corona requires all reflection rays to be above the surface - so there are many rays at the grazing angle, resulting in the sharp reflection of the geometry part which is barely touching the floor. You need to use a bump map with some variation also in the other axis, the problem then disappears