Point sample = one texture sample.
Fully-filtered = at least four texture samples (8 for trilinear, possibly more for anisotropic).
If any pixel pipeline is used to its maximum efficiency, the performance limitation lies in the number of texture samples the pixel pipeline can generate and average each clock.
For example, all GeForce cards can be considered 32-texel pipelines (at least, to my knowledge...I do know the GF1/2 follow this...benchmarks seem to indicate the GF3/4 are the same...). That is, they can filter 32 "texture pixels" per clock, or four trilinear-filtered textures per clock, and, at least in the case of the GeForce2, eight bilinear-filtered textures per clock.
So, if, when FSAA is enabled, the hardware doesn't bother to do the texture filtering, but instead uses the same bilinear pixel pipelines to handle four individual pixel outputs instead of one filtered pixel, very good performance could be achieved. The image quality difference shouldn't be noticeable...
But, it also stands to reason that if the Parhelia could do this, then it could also do multisampling, which it cannot. So, this whole line of reasoning may be pretty shaky, and we may, unfortunately, be forced to expect a 25%-50% performance hit, depending on the scene.