Haphazard hobbyist programming sessions since about 1992.
In 3SPN Team ArenaMaster (TAM), the game tracks how much damage each player does, and sends back the amount so the client can trigger Hit Sounds. The flaw here is that bNetOwner is not included as part of the replication statement for HitDamage. Here's a quick example of why this is a problem; assume there are 32 players. For each player, the HitDamage (if modified) will be sent out to 32 players, even though it only applies to the player being evaluated for replication. That means the value is attempted replicated 32 * 32 times (1 024 times) per evaluation, rather than somewhere between [0, 32] times.
In Re, I found no way to move the HitDamage logic client-side, however, the replication statement includes the bNetOwner check.
What's left is to figure out whether bNetDirty should be included or not, since it falls between two chairs; on the one side, HitDamage updates a lot in bursts, on the other side, it updates rarely. bNetDirty is recommended removed if a value updates frequently, as not to trigger an evaluation of all the bNetDirty values that do not change that often.
Disclaimer: Since a Controller is only relevant for the owner, it may not be the case that the value would be attempted replicated to all other players, however, that's the purpose of bNetOwner to help filter out, and it's used like this in Pawn, as well as Controller for the Adrenaline, PawnClass, bAdrenalineEnabled; this is why you can never see the adrenaline amount of other players (in a local game, the Controller is accessible, thus the HUD logic fetches the Adrenaline directly from the controller instead).