A refraction map is too much of a fake... you would almost never get a good enough aproximation with this, unless ofcourse a crappy one would suffice. Since it can only know of the first surface, not any other ones (without raytracing its virtualy impossible to do this).
Refraction is just much more coplex than simple reflections are! Since they allmost allways include more than 2 surfaces (a glass sphere and a floor would have 3)! While for a reflection 2 will suffice most of the time (while the sphere would have only 2 in this case)
This is actualy pretty straightforward excepth using many refraction in one scene maps is allmost impossible, as is self refraction (unless you iterate but it might be actualy easier to raytrace in this case!).
Also note that in max you most likely are going to attach a raytracer node to the refraction map and thereby its raytracing (or a global map in wich case it is treated like a reflection map except it affects a different part of the object). Altough Mapping is possible its not realy anything like raytracing. Compare the two on a simple and a more complex object and youll se what i mean!
To do this kind of connection in maya sum up two materials using blend and input it to the out color to the color of your material (and set ambient to near white)