Running cosmetic effects on the client

Hello developers! I’m a new scripter and I was wondering if any of you use this type of method or think it is valid, here is a preview:

The fire particle is running on the clients, meaning all clients can see it but the server no, the server here is only passing info for the particles, while the damage is being run on the server
Client -> Server -> Client

Does this method prevent lag and avoid server overload? someone told me to try it but never knew its benefit.
Thanks in advance.

If it’s just a particle emitter (no moving parts, no changing values, etc) then running on the client vs server will make a tiny difference in the server memory used.
Running cosmetic effects on the client generally refers to something like a door opening, a tree blowing in the wind, or something that moves a part or updates a property of an instance.

Yet, does it reduce lag, say I have alot of particles in a huge game?

no, particles are run on the client, not the server.

That’s what I’m trying to say, my point is does that help anything at all in the game?