Texture Baking 3ds Max

I have two meshes, the low LOD and high LOD which align exactly with one another. I’ve reduced one to a lower polycount and added the projection modifier using the high LOD as the reference geometry and pushed the cage out slightly, but enough to encompass the whole object.

The issue I’m seeing is that the ray misses don’t appear to be affected by the cage amount, because no matter how far out it’s pushed it fails. When I scale the reference mesh (high LOD) down ~1% it seems to correct the issue. Simple question is what causes this, and how do I fix it? I thought that ray misses occurred when the reference geometry breaks through the projection cage, but it seems like it’s occurring when the reference geometry breaks though the source geometry (where the planes overlap one has to supersede the other).