It's because of averaged normal on your low poly, which makes the rays not perpendicular to the surface. Just bake your floating geometry with a flat plane and it should be fine.
make a flat plane just for baking. After baking you can add in edges and adjust the shape as necesary. So three meshes. Game res mesh, lo poly baking mesh, and hi poly mesh. Game res and lo poly mesh share the same UV's.
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