As a Blender user, I know that shaders are mixed in a way that there’s always a 1.000 value in the mixing, because the mixing works as a transitional number between the first shader and the second shader. Here is what I mean -
Diffuse and Glossy shader alone -
Diffuse and Glossy shader with a mix value of 0.200 -
Diffuse and Glossy shader with a mix value of 0.800 -
Which means that the higher the value on the first shader, the lower the value on the second shader, which is imitating of the real world shading. Maybe that is the case in the newer versions of 3DS Max with the Slate editor. But does 3DS Max 2010 mixes shaders in that way or they would have to be adjusted manually?