Its like this:
Snap = Spin. Spin prevents the disc from deviating from it trajectory (flipping). This seems counter intuitive, but the physics back it up. Google Bike tire gyroscope. Perfect segue.
A disc is a gyroscope (assuming you spin it fast enough). By snapping a disc you create what is called "gyroscopic neutrality." Best way to understand this is that the turkey will defy gravity. Hence the turkey will fly for longer. this is really what allows advanced players to throw mids and putter farther than beginners. Similarly, this is why certain discs are better for beginners. They are more easily made gyroscopically neutral. (Physics nerd bug off for the slightly imprecise terminology).
This is not to say that snap won't make a disc TURN, but that involves altering the poitn of precession. Needless to say, this isn't the reason discs FLIP, this is the slow drift that certain discs have in late flight.
So, the question you are burning to ask... "Well what the heel does armspeed have to do with it?"
Armspeed is where the aerodynamic forces of a discs design come into play. The gyro keeps the disc from deviating, but the aerodynamics cause something different...they cause LIFT. Lift is the reason that discs don't god straight to the ground. Certain discs cause more lift than others... Armspeed also creates velocity, which is a crucial part of the distance formula. But, armspeed can be your enemy...
So, snap makes a disc hold a line, and armspeed makes the fly like a wing...what makes it turn and burn?
It is lift...damn...
Lift causes flip, so what causes excessive lift. Well one thing is a disc designed to lift. Which is analogously a disc designed to flip. So a "flippy" disc is really just a disc that wants to lift. But other things cause lift too.... The biggest one is wobble. Some people call it OAT, others cringes at that term. They identify the same thing. A wobbling disc opens the bottom of the flight plate to the air rushing past it. This causes the leading edge to raise up and lift. The lifting causes flipping. This is why a clean release is SO important. To review a point from above: Snap is spin, spin makes the gyro work, when the gyro works (1) the turkey flies (2) the disc stays on line (it doesn't lift/flip). This is why a pro can take you beat to **** DX Blizzard disc and throw it on a pure hyzer. I like to demonstrate with a 161 DX Stingray. Throw it about 350 on hyzer. Then hand it off to a new player and get them to try and not flip it over.
Still with me? Sure hope so...
So this is staring to paint the picture of how to throw far. You must throw (1) clean and (2) without wobble and (3)on line (nose angle, etc) (4) and with some velocity. In that order. this is the algorithm that makes the truth in the truism; smooth is far. Think about clean snap like throwing a spiral in football. You won't ever throw that piece of **** 15 yards if you don't spin it. Discs are the same way.
DGCR - fill in the gaps...
(For credibility sake, I threw a 179 Marshall Street Roc 505' at Nationals two weeks ago. Real distance, not internet distance.)