Well I've tried implementing it but it doesn't seem to work properly. It looks as if there's some kind of built in cutoff being used which wouldn't make any sense. This was tested through spritebatch and basic effect. Changing the blend state combinations aren't helping either.
This is kind of odd though, usually the downside to this feature is that some GPUs will render incorrectly giving a checkerboard/net like pattern. But this is straight up clipping the alpha after a certain point.