It’s not hard to figure out. It is a set of connected lines.
For reagents:
From 0-60% of the recipe difficulty it is linear with a fairly low slope. 60% of the recipe difficulty represents when you have all skill and tools but are using rank 1 mats. Low slope means the value of concentration does not change much for this amount of skill.
Typically, the concentration at this level is tuned such that you will be able to make the number of items that they estimate you’ll need per week. Example: cauldrons are tuned so you can make 1 every 4 days, while potions are tuned so you can make 3 (casts, or 15 potions)
From 60% to 80% concentration decreases steeply (but still linearly). The 80% endpoint is a holdover from TWW. That was the rank 2 material point from TWW. 80% difficulty is all skill, tools+ some rank 2 ingredients in midnight.
The last line goes from 80-100% skill. This is another low slope, where additional rank 2 materials won’t affect the concentration amount much (until you have all rank 2 of course). This last line allows you to make more items. For example, anywhere on this curve, you’d be able to make 5 casts of potions (or 25 potions) every 4 days.
Notice that the key is how many items you can make, not the absolute value of concentration.
At 500 concentration you can make 2 items per 4 days
At 333 concentration, you can make 3 items per 4 days
At 250 concentration, you can make 4 items per 4 days
And so on.
If your concentration value went down to, say, 10 when you were really close, you’d be able to make 100 items, which is unacceptable.
The purpose of concentration is to place a sliding cooldown on your product when you are using cheaper ingredients. This limits the amount of items you (and everyone else) can make to make it so more people can make items for a profit. We want to avoid people being able to make hundreds or thousands of items because that kind of supply would tank the market.
For gear items, concentration is a single line for every level bracket. Again, the intent is to limit the number of items you can make without full skill, so you’ll see concentration amounts between 250-400 even at 1 skill less than full skill (meaning you can do this 2-4 times per 4 days). Again, it functions as a cooldown, so you should not look at the value of concentration but how many items you can make.