I did one for Maya, it's slightly harder in Max because smoothing groups are horrible - for example if you have a mesh with more than 32 unique UV shells, you're going to run out of smoothing groups unless you start doing stuff like comparing UV shells to see which ones aren't geometrically "touching" at all in order to…
I found a copy of James Haywood's ubervert script for 3ds Max. It was pretty slow to run, but it did give an accurate count. Might give you some ideas. http://www.ericchadwick.com/examples/files/HaywoodTools-UberVertCount.mcr