Here is a video of me explaining my concept. It's something I came up with to solidify the perception between client and server.
It's 13+ minutes long. So I'll do my best to explain it here as well.
In online game play, do shared objects of motion have a path that is based on a function (this function being defined upon the creation of the object considering the factors associated with motion; gravity, wind, weight, etc) as opposed to a path that is persistently being updated by re-applying the defined laws of physics every "step/moment/frame" during game play.
After some thought, I think this is the standard & most effective way of determining a path.
Here are two more videos expanding on the concept.
Let me know if my logic is off somewhere
The final additional video is about when NOT to use this method because the creation of the function is far too expensive in comparison to re-checking with the server just for 3 simple variables.