Not completely, rough surface 'scatters' light instead of reflecting it back in specular direction, up to point where it's pure diffuse reflection (completely rough-matt surface---)lambertian shader).
But effectively in rendering unless the shading model is built to rely completely on 'roughness' parameter it just doesn't behave....that well. So what you do, in Corona (or similar renderers) you manually lower the reflection the rougher (lower glossiness) it is,
but you can't do it sufficiently through bump/normal/disp.
In practical terms I use it like this:
Micro-level= Only Glossiness slot, for metals, I even rarely use bumps, and when I do, it's just for heavier scratches, not the tiny fractures.
1-2mm= Bump map---) Carpets,Fabrics,etc.. Some of these materials are so rough that their specular component is like non-existent so you might as well simulate it purely through 0 reflection and only diffuse with fallof for some self-shading.
1-10mm=Normal map---)Foliage, rocks,etc... Basically when it is impractical (like always...) to use displacement, but I still want 3D/Relief feel for reflection. It basically just alters the appearance of the large part of geometry, you still have to use glossiness/reflection to set your specularity.
1cm+ = Displacement---) For whatever else.
Each of them can simulate roughness slightly to some point but that microdetail is mostly filtered away so the concept doesn't work that way.