You're mixing up creation of a texture map, and yes, if you use the same blending modes in Photoshop and 3dsMax Composite nodes, the look should be identical. Overlay is overlay, 50 perc mix is 50perc. no matter where it is done as long as it's done in same space (non-linear or linear).
But you're also talking about whole material, which in PS case would be result of some plugin conversion (like CrazyBump, Quixel dDO, Allegorithmic Bitmap2Material,etc..) and no, unless you know what exactly these plugins do during conversion, you won't replicate the identically in Max. They are mostly set of actions that do some highpass and other filters apart from simple operations like BW conversion and levels adjustment, and there is no such node in 3dsMax shading network that you could use.
Also simply converting diffuse map will not give you correct material, these plugins don't know what is metallic, what is not,etc.. they just guess based on some thresholds and you can tweak it, but only up to a point. If you composite texture manually, and it doesn't matter if it's in Photoshop or 3dsMax, you can use individual layers in multiple maps. So your scratches that are white in diffuse, will be black in your bump-map, because they are bellow the surface. Automatic conversion would never do this for you, so you would end up with some nice bump-map, but not correct one.
I don't suggest looking at this from tools viewpoint, and instead study how to do the actual compositing (look up at "Materialism" series by Bertrand Benoit, mostly his layered metallic bowl with chipped paint). Compositing will be the same between PS and 3dsMax unless you introduce plugin that only exist in either.
{As matter of fact, some plugins, like Bitmap2Material also exist inside 3dsMax}